public PAPICharacter(string _archetype, Species _species, Value _soak, ThresholdValue _health, Defense _defense, CharacteristicSet _characteristics,
                             Equipment _equipment, Inventory _inventory, List <PAPISkill> _skillSet, List <Ability> _abilities, Career _career, CharacterAppearance _appearance,
                             GenderEnum _gender, List <GenderEnum> _genderPreferences)
        {
            this._archetype       = (_archetype == null || _archetype == "") ? "Townspeople" : _archetype;
            this._species         = (_species == null) ? SpeciesHandler.GetSpecies(SpeciesEnum.HUMAN) : _species;
            this._soak            = (_soak == null) ? new Value(0, null) : _soak;
            this._characteristics = (_characteristics == null) ? new CharacteristicSet() : _characteristics;
            this._health          = (_health == null) ?
                                    new ThresholdValue(SpeciesHandler.GetInitialHealth(this._species._enum)) : _health;
            this._defense           = (_defense == null) ? new Defense(0, null, 0, null) : _defense;
            this._equipment         = (_equipment == null) ? new Equipment(null, null, null, null) : _equipment;
            this._inventory         = (_inventory == null) ? new Inventory(null, null) : _inventory;
            this._skillSet          = (_skillSet == null) ? new List <PAPISkill>() : _skillSet;
            this._abilities         = (_abilities == null) ? new List <Ability>() : _abilities;
            this._career            = _career;
            this._appearance        = (_appearance == null) ? new CharacterAppearance(SpeciesHandler.GetAverageAppearance(this._species._enum)) : _appearance;
            this._gender            = _gender;
            this._genderPreferences = (_genderPreferences == null || _genderPreferences.Count == 0) ? new List <GenderEnum>()
            {
                GenderEnum.NONE
            } : _genderPreferences;

            WfLogger.Log(this, LogLevel.DETAILED, "Created new Character (" + this._species._enum +
                         " " + this._archetype + ")");
        }
예제 #2
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        public PlayerCharacter(string _archetype, Species _species, Value _soak, ThresholdValue _health, Defense _defense, CharacteristicSet _characteristics,
                               Equipment _equipment, Inventory _inventory, List <PAPISkill> _skillSet, List <Ability> _abilities, Career _career, CharacterAppearance _appearance,
                               GenderEnum _gender, List <GenderEnum> _genderPreferences, string _name, MotivationSet _motivationSet, List <CriticalInjury> _criticalInjuries,
                               ThresholdValue _strain, List <SkillEnum> _careerSkills) :
            base(_archetype, _species, _soak, _health, _defense, _characteristics, _equipment, _inventory, _skillSet, _abilities, _career, _appearance, _gender,
                 _genderPreferences)
        {
            this._name             = (_name == null || _name == "") ? "NOT_VALID" : _name;
            this._motivationSet    = (_motivationSet == null) ? new MotivationSet() : _motivationSet;
            this._criticalInjuries = (_criticalInjuries == null) ? new List <CriticalInjury>() : _criticalInjuries;
            this._strain           = (_strain == null) ? SpeciesHandler.GetInitialStrain(this._species._enum) : _strain;
            this._careerSkills     = (_careerSkills == null) ? new List <SkillEnum>() : _careerSkills;

            WfLogger.Log(this, LogLevel.DETAILED, "Created new PlayerCharacter " + this._name);
        }
예제 #3
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        public Nemesis(string _archetype, Species _species, Value _soak, ThresholdValue _health, Defense _defense, CharacteristicSet _characteristics,
                       Equipment _equipment, Inventory _inventory, List <PAPISkill> _skillSet, List <Ability> _abilities, Career _career, CharacterAppearance _appearance,
                       GenderEnum _gender, List <GenderEnum> _genderPreferences, int _relationshipToParty, List <CriticalInjury> _criticalInjuries, string _name,
                       MotivationSet _motivationSet, ThresholdValue _strain) :
            base(_archetype, _species, _soak, _health, _defense, _characteristics, _equipment, _inventory, _skillSet, _abilities, _career, _appearance, _gender,
                 _genderPreferences, _relationshipToParty, _criticalInjuries, _name, _motivationSet)
        {
            this._strain = (_strain == null || _strain._threshold == 0) ? new ThresholdValue(SpeciesHandler.GetInitialStrain(this._species._enum)) : _strain;

            WfLogger.Log(this, LogLevel.DETAILED, "Created new Nemesis " + this._name);
        }